System and method for peer-to-peer wireless gaming

ABSTRACT

A gaming system is provided. The gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas.

TECHNICAL FIELD

The present invention relates generally to the field of gaming and, moreparticularly to a gaming system and method incorporating a wirelessnetwork.

BACKGROUND

The gaming industry allows people to participate in a variety of gamingactivities within the limits of state and federal law. Possible gamingactivities include gambling, such as that provided by casinos.Casino-type gambling activities include, but are not limited to, slotmachines, table games, keno, and other gaming activities that allow forthe placement of bets. In many of these gaming activities, multipleplayers participate in a single game in competition against the “house.”In other gaming activities, participants may compete against each other.Such gaming activities may include poker and wagering on events that mayinclude, for example, sporting events, such as horse or auto racing, andathletic competitions such as football, basketball, baseball, boxing,and golf. In a casino environment, participants in non-wagering gamesand events, such as prize drawings, similarly compete against eachother. The participation in such gaming activities is generally limitedby the participants' physical locations. For example, participants incasino-type gambling activities must be present at a gaming table withinthe casino in order to place bets and receive dealt cards.

SUMMARY

Various embodiments of the invention are directed to gaming systems,which may be wireless gaming systems. According to certain embodiments,the gaming system is operable to make various gaming activitiesavailable to one or more users over a communications network and todisplay information associated with the activities to the users ongaming devices. The gaming devices may be mobile communication devices.Gaming activities may include any activities referred to or contemplatedherein and are not limited to games. Gaming activities can include, forexample, games, gambling activities, sporting events, purchase of goodsor services, and accessing concierge services.

In accordance with an example embodiment, a gaming system includes acontrolled-access data network in electronic communication with aplurality of gaming devices. The system also includes a processor incommunication with the data network. The processor provides a gamingservice to the plurality of gaming devices to enable at least two of theplurality of gaming devices to interactively participate in a gamingactivity.

In accordance with another example embodiment, a method for providingpeer-to-peer gaming is included. The method includes steps. One step mayinclude providing a controlled-access data network in electroniccommunication with a plurality of gaming devices. The data network isused to provide a gaming service to the plurality of gaming devices. Asecond step may include enabling at least two of the plurality of gamingdevices to interactively participate in a single gaming activity.

In accordance with another example embodiment, software providespeer-to-peer wireless gaming. The software operates to use acontrolled-access data network in electronic communication with aplurality of gaming devices to provide a gaming service to the pluralityof gaming devices. The software also operates to enable at least two ofthe plurality of gaming devices to interactively participate in a singlegaming activity.

Various embodiments of the present invention may benefit from numerousadvantages. It should be noted that one or more embodiments may benefitfrom some, none, or all of the advantages discussed below.

One advantage is that the system enables peer-to-peer gaming betweenmultiple users at disparate locations. Such users may interactivelyparticipate in a common gaming activity using remote gaming devices.Accordingly, a telecommunications service provider may offer enhancedgaming services to pre-existing customers. Thus, another advantage maybe that gaming participants may use devices, such as cell phones and/orPDAs, to place bets or other wagers and to perform other gamingactivities. Still another advantage may be that the system allows a userof a gaming device to play multiple player positions in a single gamingactivity. For example, a user of a gaming device may simultaneously playmultiple hands of blackjack in a single blackjack game. Still anotheradvantage may be that the system allows a user of a gaming device toplay multiple player positions during a gaming activity. For example, auser of a gaming device may simultaneously play multiple hands ofblackjack.

Another advantage may be that the system allows for the maintenance of abuddy network between users of gaming devices. In particularembodiments, members within a buddy network may use gaming devices tocommunicate with one another and/or seek group participation in a commongaming activity. Another advantage may be that the system uses locationverification techniques to provide location information associated withmembers of the group to other members of the group. For example, a firstmember of a buddy network may receive location information on his PDA,and the location information may identify that another member of thegroup is nearby.

Other advantages will be readily apparent to one having ordinary skillin the art from the following figures, descriptions, and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention and forfurther features and advantages, reference is now made to the followingdescription, taken in conjunction with the accompanying drawings, inwhich:

FIG. 1 illustrates a gaming system according to an embodiment of thepresent invention;

FIG. 2 illustrates a gaming system with a wireless network according toan embodiment of the present invention;

FIG. 3 is a block diagram of a gaming system illustrating various gamingactivities in accordance with an embodiment of the present invention;

FIG. 4 illustrates a gaming system showing coverage areas in accordancewith an embodiment of the present invention;

FIG. 5 illustrates a gaming system with a wireless network showingtriangulation location determination in accordance with an embodiment ofthe present invention;

FIG. 6 is a flow chart depicting steps in a gaming method according toan embodiment of the present invention;

FIG. 7 depicts a gaming system showing a communication path inaccordance with an embodiment of the present invention;

FIG. 8 illustrates a ship-based gaming system in accordance with anembodiment of the present invention;

FIG. 9 illustrates a peer-to-peer wireless gaming system in accordancewith an embodiment of the present invention; and

FIG. 10 illustrates a method for providing peer-to-peer wireless gamingin accordance with an embodiment of the present invention.

DETAILED DESCRIPTION

A gaming system enables participants to engage in gaming activities fromremote and/or mobile locations. The possible gaming activities includegambling, such as that provided by casinos. Gambling activities mayinclude any casino-type gambling activities including, but not limitedto, slot machines, video poker, table games (e.g., craps, roulette,blackjack, pai gow poker, Caribbean stud poker, baccarat, etc), thewheel of fortune game, keno, sports betting, horse racing, dog racing,jai alai, and other gambling activities. The gaming activities can alsoinclude wagering on any type of event. Events can include, for example,sporting events, such as horse or auto racing, and athletic competitionssuch as football, basketball, baseball, boxing, golf, etc. Events canalso include such things that do not normally involve wagering. Suchevents may include, without limitation, political elections,entertainment industry awards, and box office performance of movies.Gaming can also include non-wagering games and events. For example,gaming can include prize contests or lotteries or lottery-typeactivities such as state and interstate lotteries. These can include allforms of number-selection lotteries, “scratch-off” lotteries, and otherlottery contests.

The gaming system may be implemented over a communications network suchas a cellular network or a private wireless and/or wireline network. Thecommunications network may include licensed or license-exempttechnologies or a combination thereof. Examples of private wirelessnetworks include WiFi and WiMax networks. In one embodiment, the gamingsystem communications network is entirely independent of the Internet.In another embodiment, the gaming system operation makes minimal use ofthe Internet, such that only information for which there are no securityissues is transmitted via the Internet and/or information may beencrypted. Preferably, the communications network enables players toparticipate in gaming from remote locations (e.g., outside of the gamingarea of a casino). Also, the system may enable players to be mobileduring participation in the gaming activities. Preferably, the systemhas a location verification or determination feature, which is operableto permit or disallow gaming from the remote location depending uponwhether or not the location meets one or more criteria. The criterionmay be, for example, whether the location is within a pre-defined areain which gaming is permitted by law. Local and federal laws and/orregulations may also influence the type of network topology used by thegaming system.

According to certain embodiments, gaming services enable peer-to-peerwireless gaming. Specifically, the system may enable multiple players toparticipate in the same gaming activity at the same time from dispersedlocations. This may be particularly desirable in the case of certaingames such as, but without limitation, horse racing, poker, andblackjack. The system may also enable a single player to participate inmultiple positions with respect to a particular game. For example, auser may be permitted to play multiple hands of blackjack. Particularaspects include such features as providing assistance to a user infinding a particular activity. For example, a first player may want toplay poker at a six-person table. The gaming system may be used toidentify such a poker table that has a position available for the firstuser's participation. Additionally or alternatively, a first playermight want to play poker at the same table as a second player, and thesystem may be configured to assist the first player in finding a game inwhich the second player is already participating.

Location determination techniques may be incorporated to enablepeer-to-peer gaming or related services. For example, a “buddy network”may be established to track members of a selected group. For example, agroup of friends might all be in a gambling jurisdiction but be locatedat various dispersed places within that jurisdiction. The gaming systemallows the establishment of a private buddy network of peers for thisgroup of friends. The system enables one or more members of the group totrack one or more other members of the group. In particular embodiments,the system may also allow messages from and to one or more groupmembers. For example, the system also allows members to invite othermembers to participate in certain wireless gaming activities.Additionally or alternatively, the system may allow members of the groupto bet on the performance of another member of the group who isparticipating in a virtual or actual game.

Location determination techniques may also be incorporate to establishan “alert system.” The alert system may be used to invite certain typesof players to participate in a gaming activity. Criteria may then beused to identify users of gaming devices that meet the criteria. Forexample, a gaming participant may wish to initiate a gaming activitywith other users of gaming devices that qualify as “high rollers” or“high stakes garners.” As other examples, a celebrity user may wish toinitiate a gaming activity with other celebrities, or a senior citizenmay wish to initiate a gaming activity with other senior citizens. Ineach instance, the user may identify criteria that may then be used toidentify other gaming participants that meet this criteria for theinitiation of a peer-to-peer gaming event.

As shown in FIG. 1, for example, gaming system 10 includes at least oneuser 12. The system may include additional users such that there is atleast a first user 12 and a second user 14. Multiple users may access afirst gaming system 10, while other multiple users access a secondgaming system (not shown) in communication with first gaming system 10.Users 12 and 14 preferably access system 10 by way of a gamingcommunication device 13. Gaming communication device 13 may comprise anysuitable device for transmitting and receiving electroniccommunications. Examples of such devices include, without limitation,mobile phones, personal data assistants (PDAs), computers,mini-computers, etc. Gaming communication devices 13 transmit andreceive gaming information to and from communications network 16. Gaminginformation is also transmitted between network 16 and a computer 18,such as a server, which may reside within the domain of a gaming serviceprovider 20. The location of computer 18 is not critical, however, andcomputer 18 may reside adjacent to or remote from the domain of gamingservice provider 20. Moreover, in certain embodiments, a gaming serviceprovider is not required. The computer 18 and/or gaming service provider20 may reside within, adjacent to, or remote from a gaming provider (notshown in FIG. 1). The gaming provider may be an actual controller ofgames, such as a casino. As an example, a gaming service provider may belocated on the grounds of a casino and the computer 18 may be physicallywithin the geographic boundaries of the gaming service provider. Asdiscussed, however, other possibilities exist for remote location of thecomputer 18 and the gaming service provider 20. Computer 18 may functionas a gaming server. Additional computers (not expressly shown) mayfunction as database management computers and redundant servers, forexample.

Preferably, software resides on both the gaming communication device 13and the computer 18. Software resident on gaming communication device 13is preferably operable to present information corresponding to gamingactivities (including gambling and non-gambling activities discussedherein) to the user. The information includes, without limitation,graphical representations of objects associated with the activities, andpresentation of options related to the activities and selectable by theuser. The gaming communication device software is also preferablyoperable to receive data from the computer and data input by the user.Software resident on the computer is preferably able to exchange datawith the gaming communication device, access additional computers anddata storage devices, and perform all of the functions described hereinas well as functions common to known electronic gaming systems.

Gaming information transmitted across network 16 may include anyinformation, in any format, which is necessary or desirable in theoperation of the gaming experience in which the user participates. Theinformation may be transmitted in whole, or in combination, in anyformat including digital or analog, text or voice, and according to anyknown or future transport technologies, which may include, for example,wireline or wireless technologies. Wireless technologies may include,for example, licensed or license-exempt technologies Some specifictechnologies which may be used include, without limitation, CodeDivision Multiple Access (CDMA), Time Division Multiple Access (TDMA),Global System for Mobile Communication (GSM), General Packet RadioService (GPRS), WiFi (802.11x), WiMax (802.16x), Public SwitchedTelephone Network (PSTN), Digital Subscriber Line (DSL), IntegratedServices Digital Network (ISDN), Blue Tooth, or cable modemtechnologies. These are examples only and one of ordinary skill willunderstand that other types of communication techniques are within thescope of the present invention. Further, it will be understood thatadditional components may be used in the communication of informationbetween the users and the gaming server. Such additional components mayinclude, without limitation, lines, trunks, antennas, switches, cables,transmitters, receivers, computers, routers, servers, fiber opticaltransmission equipment, repeaters, amplifiers, etc.

In at least one embodiment, the communication of gaming informationtakes place without involvement of the Internet. However, in certainembodiments, a portion of the gaming information may be transmitted overthe Internet. Also, some or all of the gaming information may betransmitted partially over an Internet communications path. In certainembodiments, some information is transmitted entirely or partially overthe Internet, but the information is either not gaming information or isgaming information that does not need to be maintained secretly. Forinstance, data that causes a graphical representation of a table game onthe user's gaming communication device might be transmitted at leastpartially over the Internet, while wagering information transmitted bythe user might be transmitted entirely over a non-Internetcommunications network.

As described above, certain particular gaming systems providepeer-to-peer gaming services. Example systems and methods for providingpeer-to-peer gaming services are illustrated in FIGS. 9 and 10,respectively. As shown in FIG. 9, gaming system 910 includes at leasttwo users 912. Users 912 preferably access gaming system 910 by way ofgaming devices 913. In various embodiments, gaming devices 913 transmitand receive gaming information to and from a gaming service provider914. The gaming information is communicated by way of a data network 916that forms at least a portion of the communication path between gamingdevices 913 and gaming service provider 914. In certain embodiments,gaming system 910 includes software and hardware to provide peer-to-peergaming services to enable multiple users 912 of gaming devices 913 tointeractively participate in a single gaming activity.

In particular embodiments, gaming devices 913 and data network 916 maybe substantially similar to gaming devices 13 and network 16,respectively, which are described above with regard to FIG. 1.Accordingly, in certain embodiments, data network 916 comprises an atleast partially private data network that includes, without limitation,Code Division Multiple Access (CDMA), Time Division Multiple Access(TDMA), Global System for Mobile Communication (GSM), General PacketRadio Service (GPRS), WiFi (802.11x), WiMax (802.16x), Public SwitchedTelephone Network (PSTN), Digital Subscriber Line (DSL), IntegratedServices Digital Network (ISDN), Blue Tooth, cable modem technologies,or some combination of these or other networks. Thus, data network 916may be wireless or wireline or a combination of wireless and wireline.Although data network 916 is described as a “data network,” it isrecognized that data network 916 may include any network forcommunicating voice and/or data communications to gaming devices 913.Gaming devices 913 may include any combination of mobile phones,personal data assistants (PDAs), computers, or mini-computersappropriate for communicating with data network 916.

In particular embodiments, data network 916 includes a controlled-accessnetwork. Access to data network 916 may be controlled in any of avariety of ways. As just one example, access to data network 916 may berestricted to a particular group of users. In particular embodiments,the particular group of users may include registered users. Thus, a user912 may be required to register with the gaming service provider 914before a gaming device 913 is assigned to user 912 and/or before agaming device 913 is enabled for gaming activities. Additionally oralternatively, access to data network 916 or to portions of data network916 and gaming services provided thereon may be restricted to usersbased on the users' locations. Accordingly, only gaming devices 913located within a jurisdiction allowing casino-style gaming may beenabled for casino-style gaming activities. Similarly, only gamingdevices 913 located within a jurisdiction allowing sports wagering orpari-mutuel betting may be enabled for these types of activities. Theseare just a few examples, however, for providing a controlled access datanetwork 916. It is recognized that user access to data network 916 maybe limited in any manner appropriate to maintain the security of thedata network 916. As further examples and as will be describe in moredetail below, biometrics, facial recognition software, iris scanning,and other security mechanisms may also be used to restrict access to thedata network 916 through gaming devices 913. As a result of these andother controlled-access mechanisms, gaming service provider 914 may beable to positively identify users who are participating gamingactivities.

For providing gaming services to users 912, gaming service provider 914includes a processor 918, such as a computer or server. The variouscomponents of processor 918 include software and hardware that cooperateto offer gaming services (including gambling and non-gambling activitiesdiscussed herein) to gaming devices 913. For example, in particularembodiments, processor 918 includes a gaming module 920 that operates asa gaming server. Gaming module 920 may include or have access to aservice application database 922 or other memory that stores a libraryof gaming applications 924. Gaming applications 924 may include aninformation, in any format, which is necessary or desirable to theoperation of the gaming experience in which users 912 participate. Forexample, gaming applications 924 may include information for providinggraphical representations of objects associated with gaming activitiesto devices 913.

In particular embodiments, one or more gaming applications 924 may allowusers 912, in remote and/or mobile locations, to compete against oneanother in gaming activities. This may be particularly desirable in thecase of certain games such as, but without limitation, poker, sportingevent wagering, athletic competition wagering, lottery and prizecontests, and keno. Assume for example that a first user 912 aassociated with a first gaming device 912 a is located at the hotel pooland that a second user 912 b associated with a second gaming device 913b is located in a hotel restaurant. Using their respective gamingdevices 913 a and 913 b, users 912 a and 912 b may compete against eachother and against any other participants in an electronicallyrepresented poker game. Thus, users 912 a and 912 b may each be dealt apoker hand from the same deck as if they were sitting at an actual pokertable within a gaming area of a casino. While participating in such agame, users 912 a and 912 b may use their respective gaming devices 913a and 913 b to place bets, request additional cards, and perform otherpoker related activities. Since the performance of these activities byusers 912 a and 912 b affects each other and every other participant inthe poker game, users 912 a and 912 b may be said to interactivelyparticipate in the gaming activity.

Additionally or alternatively, one or more gaming applications may allowusers 912, in remote and/or mobile locations, to “form a table” in acasino-style game. Typically, casino-style games allow users tointeractively compete against the house. This may be particularlydesirable in the case of certain games such as, but without limitation,blackjack, pai gow, and caribbean stud. Continuing the example beganabove, first user 912 a at the pool and second user 912 b in the hotelrestaurant may be sequentially dealt cards from a common deck as if theusers 912 and the dealer were sitting at a blackjack table within thegaming area of the casino. While participating in such a game, users 912a and 912 b may use their respective gaming devices 913 a and 913 b toplace bets, hit on dealt cards, stay their hand, buy insurance, doubledown, and perform other blackjack related activities. Although users arenot competing directly against each other, the performance of gamingrelated activities by users 912 a and 912 b affects each other and everyother participant “present” at the blackjack table. As such, wherecompeting collectively against the house, users 912 a and 912 b may besaid to interactively participate in a gaming activity.

Casino style gaming often allows players to play at more than oneposition at the table. A player of blackjack, for example, may be ableto place two separate bets at the table as if the player is occupyingtwo seats at the table. As a result, the player may be dealt twodifferent hands from which the player plays individually. In particularembodiments, one or more gaming applications 924 may allow a user 912 touse a single gaming device 913 to play multiple player positions in agaming activity. Such a gaming application 924 may be provided as anenhancement to gaming applications 924 that allow a user 912 to playwith or compete against other users 912. Thus, first user 912 a may beable to play two hands of blackjack while competing against the housewith second user 912 b.

In particular embodiments, such an enhancement may only be offered where“seats” are available at the gaming table. For example, if six playerpositions are present at a blackjack table and five of the positions are“virtually” occupied by users 912 of gaming devices 913, the presence ofthe available position may be made known to each participating user 912.In particular embodiments, gaming service provider 914 may send aninquiry to each participating user 912 to determine if any of theparticipating users 912 are interested in additionally playing the openposition. Additionally or alternatively, a participating user 912 mayuse gaming device 913 to communicate a request to processor 918 thatseeks to play the open position. Where a finite number of playerpositions are offered and all player positions are “virtually” occupied,however, the table may be considered closed until a participating user912 leaves the game and a player position opens up.

A gaming application 924 may also allow users 912 of gaming devices 913to participate in gaming activities that are dealt from a multi-deckshoe. In particular embodiments, the multi-deck shoe may include avirtual deck comprised of six 52-card decks. Hands dealt to users 912 ongaming devices 913 may be sequentially dealt from the multi-deck shoeuntil all of the “virtual cards” in the shoe have been dealt toparticipating players. For example, sequential blackjack hands may bedealt out of the multi-deck shoe until enough blackjack hands have beendealt to use all cards in the shoe. When no cards remain in themulti-deck shoe, the shoe may be “virtually” reshuffled and subsequenthands may be dealt from the reshuffled shoe. This is in contrast withgaming systems that result in each hand being dealt from a new 52-carddeck. Like other gaming applications 924 described herein, a user 912 ofa gaming device 913 may participate in the multi-deck gaming activityagainst the house in a single-player game or with other users 912.

In certain embodiments, one or more gaming applications 924 may allowusers 912 of gaming devices 913 to wager on the performance of aparticipant of a gaming activity. Performance wagering may be used to aconvert game such as blackjack, which is typically considered to createa competition between a player and the house into a game that fosterscompetition between players. Depending upon the parameters allowed bygaming applications 924 or by applicable state and federal law and/orregulations, performance wagers may be offered as an enhancement toother gaming activities. Thus, a first user 912 a may be allowed toplace a wager on the performance of a second user 912 a while both users912 a and 912 b are participating in the gaming activity. For example,if first and second users 912 a and 912 b are interactively competingagainst the house in a common game of blackjack, first user 912 a may beallowed to place a bet (in addition to the first user's bet associatedwith his one or more dealt hands) on whether or not first user 912 abelieves that second user 912 b will win against the house in aparticular hand. Where the parameters of the gaming application 924 orapplicable state and federal laws and/or regulations do not allow suchdouble gaming, however, a first user 912 a may be limited to wagering onthe performance of second user 912 b only when first user 912 a is notalready participating in the blackjack game. In such an instance, firstuser 912 a is an indirect participant in the gaming activity.

In particular embodiments, one or more gaming applications 924 may allowusers 912 to interactively view gaming and sporting activities on gamingdevices 913. For example, a user 912 may use gaming device 913 toremotely and interactively view a particular event such as, but notlimited to, a poker tournament or a golf tournament. The view providedto a user 912 may be user-selectable. For example, a gaming application924 may allow a user 912 to opt to receive a table view of a poker game.The table view may be much like what is shown on television broadcastsof poker tournaments. Similarly, a user 912 may view an entire golftournament much like the user 912 would be able to view on a televisionbroadcast. The gaming application providing such a view to user 912 maybe considered a peer-to-peer gaming application since it may be shown toany number of users 912 who request the activity. Where the user isallowed to place bets or other wagers during the gaming or sportingactivity, the gaming application may further be considered to beuser-interactive.

Other views of gaming or sporting activities offered by gamingapplications 924 may allow a user 912 to select a specific player orparticipant in the gaming or sporting activity to follow. Accordingly,the user 912 may view the gaming tournament or sporting activity througha single participant. The user 912 may then place bets or other wagersas if the user 912 were playing in the place of the actual participant.For example, user 912 may view a poker tournament in which T. J.Cloutier is playing. If user 912 selects to view the tournament from theview of T. J. Cloutier, user 912 may be allowed to bet as if the cardsdealt to T. J. Cloutier were his own. As another example, user 912 mayview a golf tournament in which Tiger Woods and Jack Nicholas areplaying. User 912 may be given a choice between following Tiger Woods orJack Nicholas on the course. The user 912 may then place bets or otherwagers on the performance of Tiger Woods at each hole. In each example,multiple users 912 may receive the same broadcast of the gaming orsporting activity. Thus, the activity may be considered peer-to-peer.

For any of the above-described gaming applications 924, it is generallyrecognized that the gaming activities supported by gaming applications924 may comprise virtual gaming activities or actual gaming activities.A virtual gaming activity includes a gaming activity that is created bygaming service provider 914 solely for the participation of users 912 ofgaming devices 913. If all participants of a gaming activity includeusers 912 of gaming devices 913, the gaming activity is a computerizedgaming activity. Thus, the gaming activity may be said to exist only ina virtual sense. For example, a computerized blackjack game thatincludes six player positions filled with six different users of gamingdevices 913 is a virtual game.

In contrast, a gaming activity that is real-time representation of agaming activity that is occurring on the casino floor or in anothergaming location is an actual gaming activity. The actual gaming activitymay be open to both participants that are physically present at a gamingtable or other gaming location and to participants that are remotelypresent by way of gaming devices 913. Accordingly, in particularembodiments, a user 912 of a gaming device 913 may be allowed toremotely participate in an actual gaming session as it is occurring onthe casino floor. For example, if a blackjack game on the casino floorincludes five filled player positions and one open player position, user912 of gaming device 913 may be invited or otherwise allowed to remotelysit in the open position. Using gaming device 913, user 912 may be dealtcards and place bets just as if the user 912 were sitting at the tableon the casino floor. Additionally, the player position at the actualgaming location, which is remotely occupied by user 912 of gaming device913, may be identified as occupied even where the seat is physicallyempty.

In particular embodiments, gaming service provider 914 may operate toprovide assistance to a user 912 in finding a particular activity inwhich the user 912 wishes to participate. For example, when a user 912of gaming device 913 wishes to play blackjack, gaming device 913 may beused to send a gaming request to gaming service provider 914. Processor918 may receive such a request, and, in particular embodiments, gamingmodule 920 or another component of processor 918 may process the requestby identifying one or more gaming activities that are available forparticipation by user 912.

In particular embodiments, a user 912 may enter one or moreuser-parameters corresponding to gaming characteristics in which theuser 912 is interested. For example, user 912 may enter user-parametersthat indicate the user's desire to join into an existing game, initiatea new game, participate in a virtual game, participate in an actualgame, play from a single deck, and/or play from a shoe. User-parametersmay also specify particular betting minimums or limits that the user 912would like to play. Still other user-parameters may identify a minimumor maximum number of players with whom the user 912 would like to play.Processor 918, and specifically gaming module 920, may use these andother user-specified parameters as search criteria when identifyingpotential gaming activities that may be displayed to the user 912 on agaming device 913. Accordingly, gaming module 920 may, in particularembodiments, query offered gaming applications 924 based on theuser-specified parameters to identify a menu of gaming activities thatmay then be offered to the requesting user 912.

Additionally or alternatively, gaming module 920 may use stored customerpreference information to identify potential gaming applications 924that may be displayed to user 912 a in response to a request to play.Specifically, gaming module 920 may access a customer profile database926 that stores one or more customer profiles 928 associated with user912 a. A customer profile 928 preferably consist of one or more datafiles. It is generally recognized, however, that a customer profile 928may be maintained in any form that allows the establishment,maintenance, and updating of a customer profile 928 via the transfer ofelectronic information. It should also be understood that while customerprofile information may be centralized, as shown, customer profileinformation may be additionally or alternatively distributed and/ormaintained by other components of system 910.

The customer preference information stored in customer profile database926 may include any information that is indicative of a user'spreferences with respect to at least one aspect of the gaming servicesoffered by gaming service provider 914. For example, customerpreferences may identify the types of gaming activities in which theuser 912 a likes to participate. Other customer preferences may includegaming trends or habits that are typical to the user 912 a. Similar tothe user-specified parameters above, customer preferences mayadditionally or alternatively identify whether user 912 a prefers tojoin existing games or initiate new games, whether user 912 a prefers anactual or virtual gaming experience, whether user 912 a prefers to playfrom a single deck or from a shoe, particular betting minimums or limitsthat the user 912 a likes to play, and/or the maximum or minimum numberof players with whom user 912 a likes to play. Like user-specifiedparameters, gaming module 920 may use customer preference information assearch criteria in identifying potential gaming applications 924 thatmay be displayed to user 912 a on gaming device 913 a. The customerpreference information may be used in addition to or in lieu of anyuser-specified parameters, depending upon the specific embodiment.Accordingly, gaming module 920 may, in particular embodiments, queryoffered gaming applications 924 based on the customer preferenceinformation, the user-specified parameters, or both to identify a menuof gaming activities that may then be offered to user 912 a.

As an additional feature, gaming module 920 may query customer profiles928 to identify additional players that may be willing to play with afirst user 912 a who is initiating a gaming activity. For example, if afirst user 912 a of first gaming device 913 a desires to initiate ablackjack game, the first user 912 a may specify the parameters of thegame and send a request to gaming module 920 to generate a gamingactivity having the characteristics specified by the first user 912 a.Additionally or alternatively, the first user 912 a may specify one ormore participant characteristics or other criteria that may be used toidentify additional players. For example, first user 912 a may specifythat the user only wishes to play with other high rollers, othercelebrities, or other senior citizens, where appropriate. Gaming module920 may then query customer profiles 928 to identify additional users912 that may wish to participate in the game initiated by user 912 a.For example, if a customer profile 928 associated with second user 912 bindicates that user 912 b is interested in blackjack games of the typeinitiated by user first 912 a, gaming module 920 may identify seconduser 912 b as a potential participant in a gaming activity with firstuser 912 a. Accordingly, gaming module 920 may send an invite to seconduser 912 b that invites second user 912 b to join in the gamingactivity.

Customer profiles 928 may be additionally or alternatively used to alertusers 912 of service provider-initiated gaming activities. Specifically,gaming module 920 may query customer profiles 928 prior to theinitiation of a gaming event or activity to identify potentialparticipants. As a result, a first user 912 a in the pool area, forexample, may receive an alert based on his player profile that ablackjack tournament is beginning in 30 minutes. Similarly, a seconduser 912 b in a hotel restaurant may receive a similar alert based onhis player profile. First and second users 912 a and 912 b may then beable to participate together, from disperse locations, in the blackjacktournament using their respective gaming devices 913 a and 913 b.

In particular embodiments, customer profiles 928 may also include “buddylists” or other association information. The buddy lists or otherassociation information may link users 912 to each other and/or definepossible relationships there between. The buddy lists may be used toidentify participants for a gaming activity. For example, first user 912a may initiate a blackjack game and may invite second user 912 b andother users on first user 912 a's buddy list to join into the game. Asanother example, gaming service provider 914 may initiate a blackjackgame and identify first user 912 a as a potential participant based onthe user's customer preference profile. Gaming service provider 914 maythen send an invitation to first user 912 a and other users associatedwith first user 912 a to request their participation in the blackjackgame. As will be described in more detail below, buddy lists may also bein the provisioning of other gaming services such as user tracking andmessaging.

In certain embodiments, gaming service provider 914 includes a messagingmodule 930. Messaging module 930 may include software and hardware forperforming address and format translations to allow users 912 ofdifferent types of gaming devices 913 to communicate with one anothervia data network 916. For example, a first user 912 a who isparticipating in a blackjack game while at the pool may be able tocommunicate with a second user 912 b who is participating in the sameblackjack game from the hotel restaurant. In particular embodiments, thecommunications may include text messages or voice messages that aretransmitted over data network 916. Thus, first and second users 912 aand 912 b may be able to “converse” with one another as if they weresitting at an actual blackjack table on the casino floor. As anotherexample, first and second users 912 a and 912 b may be able to conversewith a dealer if they are participating remotely in an actual blackjackgame. Regarding the communications that may be managed by message module930, it is generally recognized that federal and state gaming lawsand/or regulations may prohibit the transmission of certain types ofcommunications. Thus, message module 930 may include software andhardware that enables message module 930 to operate within the confinesof applicable federal and state laws and/or regulations. In particularembodiments, message module 930 may include software for distinguishingbetween permissible and impermissible communications.

As an enhanced feature, message module 930 may enable users 912 within abuddy group to communicate with one another. For example, first user 912a may send a message to message module 930 for global delivery to allmembers on the first users' buddy list. Accordingly, a group member suchas first user 912 a may send a suggestion to other group members indispersed locations requesting everyone to physically meet at a certainlocation (e.g., a sportsbook). In such an instance, message module 930may access a buddy list associated with first user 912 a stored inconsumer profile database 926 to identify other users 912 that shouldreceive the message. Message module 930 may then transmit the messagerequesting everyone to meet at the specified location to all members onthe buddy list. This may be desirable, for example, when first user 912a would enjoy participating in an entertainment event that requiresphysical presence. Such entertainment events might include, for example,watching a game together or going to dinner, golf, or a show. This mayalso be desirable when first user 912 a desires to participate in and bephysically present at an actual casino game or gaming tournament andwishes other members of the group to also participate.

As still another feature that may be offered by gaming services provider914, a first user 912 a may be able to scan through his buddy list usingfirst gaming device 913 a and select specific members of the group toreceive a particular message. Accordingly, when message module 930receives a message from first user 912 a with an identified distributionlist, message module 930 may forward that message only to the usersspecifically identified by first user 912 a to receive the message. Inparticular embodiments, message module 930 may access first user 912 a'sbuddy list in customer profile database 926 to obtain addressinformation for the users 912 identified to receive the message.Alternatively, address information may be included in the messageitself, and message module 930 may merely operate to forward the messageto the gaming devices 913 identified by the address information.

In particular embodiments, processor 918 may include a locationidentification module 932. Location identification module 932 may uselocation information associated with gaming devices 913 to identifygaming services that may be made accessible to users 912 based on thelocation of their respective gaming devices 913. For example, whereapplicable state and federal law and/or regulations prohibit gamingactivity at a user's location, location information associated with theuser's gaming device 913 may be used to limit the gaming servicesavailable to the user 912.

The location information may be gathered by location identificationmodule 932 using location verification technology, which is discussed ingreater detail below with regard to FIGS. 4 and 5. Generally, locationverification technology may include, without limitation, “network-based”and/or satellite-based” technology that allows for the disabling ofcertain gaming service applications where required by state or federallaw. Thus, network-based technologies, such as Receiver Signal StrengthIndicator (RSSI), Time Difference of Arrival (TDOA), multilateration,triangulation, and geo-fencing, and/or satellite-based technologies,such as global positioning satellite (GPS), may be used to identify thepresence or absence of users 912 within a gaming jurisdiction.Additionally or alternatively, location verification technologies mayallow for the detection of users 912 within a specific area controlledby a gaming service provider 914. As just one example, radio frequencyidentification (RFID) technology or another location verificationtechnology may be used to find lost gaming devices that are equippedwith RFID sensors.

In various embodiments, location information may be incorporated intopeer-to-peer gaming related services. In particular, a gaming device 913may receive location information relating to other gaming devices 913and display that location information to a user 912. User 912 receivinglocation information associated with other users 912 of gaming devices913 may then make decisions about gaming activities based on thelocation information. Specifically, users 912 may make decisionsrelating to whether to participate or continue to participate in agaming activity based on the location of other users 912 participatingin that gaming activity. For example, a first user 912 a may prefer notto play with or against users located in bars. As another example, afirst user 912 a may prefer not to play with or against users that arelocated within a user-specified range of first user 912 a. As stillanother example, a first user 912 a may prefer not to play with oragainst a group of users that are located proximate to each other sincethose users may be predisposed to cheat. Accordingly, prior to joining agaming activity, first user 912 a may send a location informationrequest to identify the location of other users 912 who are alreadyparticipating in the gaming activity. After play is initiated by firstuser 912 a, location information relating to other users 912participating in the gaming activity may be periodically updated toidentify movement of the other users 912 during play. If at any time thelocation information received by first user 912 a identifies thatanother participant has physically moved to a location that first user912 a finds undesirable, first user 912 a may remove himself from thegaming activity.

As another example, location identification information may be used toallow users 912 remotely participating in a common gaming activity toavoid each other. If, for example, federal or state gaming laws or othergaming regulations a establish minimum distance requirement that must bemaintained between remote users 912, users 912 may monitor locationinformation for other participating users 912 to avoid violating thedistance requirement. Accordingly, in some embodiments, locationinformation may be used by participating players to avoid thedisablement of gaming devices 913 based on distance requirements.

Additionally or alternatively, location verification technology may beemployed by a user of gaming devices 913 to track things or non-gamingpeople of interest. For example, a user 912 may use gaming device 913 totrack a casino hostess, casino waitress, casino dealer, or other casinoemployee. Accordingly, a user 912 may be able to more easily locate ahostess to obtain comps, a casino waitress to obtain drinks or food, ora dealer that the user prefers. Such technology may also be used bycasino staff to track persons or things. For example, casino staff mayuse a gaming device 912 to track a particular gaming participant thatthe casino considers a high stakes wager. As another example, casinostaff may use a gaming device 912 to track a particular gamingparticipant that the casino is suspicious of for cheating. As stillanother example, casino staff may use a gaming device 912 to trackgaming devices such as slot machine keys, which are considered veryvaluable.

In particular embodiments, location verification technology may becombined with buddy list technology to enable a user 912 to trackmembers of a specified group. For example, assume that a first user 912a and a plurality of friends, including second user 912 b, are in agambling jurisdiction but are located at various dispersed places withinthat jurisdiction. Where the gaming system 910 allows the establishmentof a private buddy network of peers, users 912 within that private buddynetwork of peers may be able to obtain location information associatedwith other users 912 within the private buddy network of peers. Forexample, a first user 912 a may want to play poker at the same (virtualor actual) table as a second user 912 b. To obtain location informationassociated with second user 912 b, first user 912 a may use gamingdevice 913 a to request location information for second user 912 b.Location identification module 932 may receive the request, obtainlocation information associated with second user 912 b, and transmit thelocation information to first user 912 a. After receiving the locationinformation, first user 912 a may physically join second user 912 b at agaming table on the casino floor where appropriate. Alternatively, wheresecond user 912 b is participating in a gaming activity using gamingdevice 913 b, first user 912 a may join second user 912 b in a game ongaming device 913 a.

Location verification technology may be combined with message technologyto enable first user 912 a to communicate with other users 912 at aspecific location. For example, a first user 912 a may believe that hehas better luck playing against participants who are eating.Accordingly, first user 912 a might request a gaming activity fromgaming service provider 914 and request a fellow participant who islocated in the hotel restaurant. Location identification module 932might then obtain location information for other users 912 to identify asecond user 912 b located in the hotel restaurant. Gaming serviceprovider 914 might then transmit a message to second user 912 b viagaming device 913 b to inquire as to whether second user 912 b isinterested in participating in the gaming activity with first user 912a. In particular embodiments, the location of first user 912 a may bedisclosed to or accessible to second user 912 b.

Where allowed by law or gaming regulations, another application of thecombined messaging and location identification technologies might enablefirst user 912 a to initiate a gaming session with other users 912 whoare located proximate to first user 912 b. For example, a first user 912a located at the hotel pool may desire to initiate or join a game thatincludes other participants that are also hanging out by the pool.Accordingly, first user 912 a might communicate a gaming request togaming service provider 914 that requests a local gaming activity. Uponreceiving such a request, location identification module 932 mightobtain location information for other users 912 to determine that asecond user 912 b is also located at the hotel pool. If second user 912b is already participating in a gaming activity and that gaming activityincludes an open player position, processor 918 may offer the gamingactivity to first user 912 a and allow first user 912 a to alsoparticipate. On the other hand, if second user 912 b is notparticipating in a gaming activity, gaming service provider 914 mighttransmit a message to second user 912 b via gaming device 913 b toinquire as to whether second user 912 b is interested in participatingin a local gaming activity with first user 912 a. In particularembodiments, the location of first user 912 a may be disclosed to oraccessible to second user 912 b.

As another example, location technology and message technology may becombined to operate much like an online dating service. Assume that afirst user 912 a is located at the hotel pool and desires company. Inparticular embodiments, first user 912 a may use gaming device 913 a toobtain location information associated with other users 912 that arealso in the general vicinity of the hotel pool. After obtaining thelocation information, first user 912 a may send messages to the locatedusers 912 requesting their company by the pool.

To protect the privacy of users 912 and prevent the receipt ofunsolicited and unwanted messages by users 912, users 912 might berequired to pre-register to receive such communications. Continuing withthe above-described example, example, second user 912 b may be requiredto register with location identification module 932 or another module ofprocessor 918 to make his or her location information available to otherusers 912. In particular embodiments, the registration may be stored asa customer preference in customer profile database 926. For example,when a request for location information is subsequently received fromfirst user 912 a, location identification module 932 may query customerprofile database 926 to determine that second user 912 b has given hispermission to release his location information before sending anylocation information associated with second user 912 b to first user 912a.

In still another embodiment, permission to release location informationto other users 912 may be granted on a real-time basis. Continuing withthe above described example, first user 912 a may send a request togaming service provider 914 that requests a “location match.” Locationidentification module 932 may use the above described locationverification technologies to identify other users 912 that are within aclose proximity to first user 912 a. Where location identificationmodule 932 identifies that second user 912 b is within a close proximityto first user 912 a, location module 932 may send a communication tosecond user 912 b that seeks permission to release location informationassociated with second user 912 b to first user 912 a. For example,second user 912 b might receive a voice or text message that says, “Ahotel guest is in your general area and would like to meet you. Do youwish to meet this person?” In certain embodiments, characterizinginformation about first user 912 a might be additionally provided. Ifsecond user 912 b replies negatively, location identification module 932might look for other users 912 in the general vicinity of the hotel pooland repeat the process. If second user 912 b replies affirmatively, thelocation of second user 912 b might be provided to first user 912 a, thelocation of first user 912 a might be provided to second user 912 b, orboth.

As still another example, location technology, message technology, andbuddy technology may be used to communicate messages between users 912of a selected group who are located at a specific location or withinproximity of each other. For example, assume that a first user 912 a anda plurality of friends, including second user 912 b, are in a gamblingjurisdiction but are located at various dispersed places within thatjurisdiction. Where the gaming system 910 allows the establishment of aprivate buddy network of peers, users 912 within that private buddynetwork of peers may be able to obtain location information associatedwith other users 912 within the private buddy network of peers and sendmessages to those that are located at a user-identified location orwithin a specified proximity of the user. For example, a first user 912a may want to play poker at the same table (virtual or actual) as anyfriend who is located nearby. First user 912 a may then use gamingdevice 913 a to request the identification of a user within his buddynetwork that is playing from a location proximate first user 912 a.Location identification module 932 may receive the request, obtainlocation information associated with the various users 912 on the buddylist of first user 912 a. If location identification module 932identifies a second user 912 b as meeting the criteria, a message may becommunicated to second user 912 b that identifies the location of firstuser 912 a and/or requests a gaming session with first user 912 a.Additionally or alternatively, a communication path may be establishedbetween first and second users 912 a and 912 b for text or voicemessaging.

In particular embodiments, gaming devices 913 may perform multiplefunctions. For example, gaming device 913 may operate as a communicationdevice even when gaming is disabled due to jurisdictional limitations.Thus, a casino may use a gaming device 913 to communicate with aparticular customer even when that customer is outside of thejurisdiction. Where the gaming device 913 operates as a cell phone, thecasino may use gaming device 913 to call the user 912 to offerpromotions, discounts, or guest related services. For example, thecasino may call user 912 on gaming device 913 to confirm hotel and/ortravel reservations. Using the location verification technologydescribed above, the gaming device 913 may then be enabled for theplacement of sports wagers or pari-mutuel bets when the user 912 arrivesin Nevada. As a further example, the gaming device 913 may be enabledfor casino-style gaming activities, when the user 912 reaches the casinoproperty.

As described above, the system described in connection with FIG. 9 ismerely an example of a system for providing peer-to-peer gamingservices. It will be readily understood that system 910 may be modifiedin any number of ways within the scope and spirit of the detaileddescription. For example, although two databases 922 and 926 areillustrated in FIG. 9, it is generally recognized that gaming system 910may include fewer or more databases as appropriate. Accordingly, it isrecognized that the information described above as being stored indatabases 922 and 926 are not mutually exclusive. Some or all of theinformation described as being stored in database 922 may be stored indatabase 926 or any other database within or without of service provider914 and gaming system 910. Similarly, some or all of the informationdescribed as being stored in database 926 may be stored in database 922or any other database within or without service provider 914 and gamingsystem 910.

FIG. 10 illustrates an example method 1010 for providing peer-to-peerwireless gaming in accordance with an embodiment of the presentinvention. The method begins at step 1012 with the provision of a datanetwork 916. The data network 916 includes at least one portion that isa private data network. As described above with regard to FIG. 1, theprivate data network 916 may include Code Division Multiple Access(CDMA), Time Division Multiple Access (TDMA), Global System for MobileCommunication (GSM), General Packet Radio Service (GPRS), WiFi(802.11x), WiMax (802.16x), Public Switched Telephone Network (PSTN),Digital Subscriber Line (DSL), Integrated Services Digital Network(ISDN), Blue Tooth, and/or cable modem.

Data network 916 is in communication with a plurality of gaming devices913 which may include mobile phones, personal data assistants (PDAs),computers, mini-computers, or a combination of these or other suitablegaming devices. At step 1014, data network 916 is used to provide agaming service to the plurality of gaming devices 913. In variousembodiments, the gaming service may allow users 912 of gaming devices913 to access a library of gaming service applications 924 related togaming or sporting activities. For example, the provided gaming servicemay allow a user 912 to participate in a virtual or actual blackjackgame using a gaming device 913. As another example, the provided gamingservice may allow a user 912 to place bets or other wagers on theoutcome of a sporting event such as but not limited to a golftournament. As still another example, the provided gaming service mayallow a user 912 to place bets or other wagers on the performance of agaming or sporting participant.

At step 1016, a gaming request is received from a first user 912 a of afirst gaming device 913 a. In particular embodiments, the gaming requestmay identify a gaming activity in which first user 912 a is interestedin participating. Additionally or alternatively, the request may includeuser-specified parameters that may be used at step 1018 as searchcriteria to identify service applications 925 corresponding with virtualor actual gaming activities that are in progress. In particularembodiments, the virtual or actual gaming sessions that are in progressmay include additional participants that are also users 912 of gamingdevices 913.

At step 1020, the gaming device 913 a associated with first user 912 ais enabled to allow first user 912 a to interactively participate in thegaming activity. Where the gaming activity includes other virtualparticipants, such as second user 912 b of second gaming device 913 b,first and second users 912 a and 912 b may be allowed to interactivelyand remotely participate in a single gaming session. In particularembodiments, first and second users 912 a and 912 b may play incompetition against the house. This may be applicable where the gamingactivity includes blackjack, pai gow, caribbean stud, or othercasino-style table games. In other embodiments, first and second users912 a and 912 b may play in competition against each other. This may beapplicable where the gaming activity includes poker, sporting eventwagering, athletic competition wagering, lottery and prize contests, orkeno. In still other embodiments, first user 912 a of first gamingdevice 913 a may be allowed to wager on the performance of second user912 b of second gaming device 913 b or another participant of the gamingactivity.

It is recognized that the method described in connection with FIG. 10 ismerely an example of a method for providing peer-to-peer gamingservices. It will be readily understood that method 1010 may be modifiedin any number of ways within the scope and spirit of the detaileddescription. For example, although the described method 1010 enables aremote user 912 to join an existing game that includes one or more otherremote users 912, it is generally recognized that method 1010 may alsoenable a remote user 912 to initiate a new game and request additionalparticipants. Furthermore, in some embodiments, method 1010 may enable aremote user 912 to participate in a game that is representative of anactual game in a gaming location, such as the casino floor.

Other aspects of the various embodiments of the wireless gaming systemare shown in FIGS. 2-8. According to one embodiment, as shown in FIG. 2for example, the communications network comprises a cellular network 22.Cellular network 22 comprises a plurality of base stations 23, each ofwhich has a corresponding coverage area 25. Base station technology isgenerally known and the base stations may be of any type found in atypical cellular network. The base stations may have coverage areas thatoverlap. Further, the coverage areas may be sectorized ornon-sectorized. The network also includes mobile stations 24, whichfunction as the gaming communication devices used by users to access thegaming system and participate in the activities available on the gamingsystem. Users are connected to the network of base stations viatransmission and reception of radio signals. The communications networkalso includes at least one voice/data switch, which is preferablyconnected to the wireless portion of the network via a dedicated, securelandline. The communications network also includes a gaming serviceprovider, which is likewise connected to the voice/data switch via adedicated, secure landline. The voice/data switch may be connected tothe wireless network of base stations via a mobile switching center(MSC), for example and the landline may be provided between thevoice/data switch and the MSC.

Users access the gaming system by way of mobile stations which are incommunication with, and thus part of, the communications network. Themobile station may be any electronic communication device that isoperable in connection with the network as described. For example, inthis particular embodiment, the mobile station may comprise a cellulartelephone.

Preferably, in the case of a cellular network for example, the gamingsystem is enabled through the use of a private label carrier network.Each base station is programmed by the cellular carrier to send andreceive private secure voice and/or data transmissions to and frommobile station handsets. The handsets are preferably pre-programmed withboth gaming software and the carrier's authentication software. The basestations communicate via Private T-1 lines to a switch. A gaming serviceprovider leases a private T-1 or T-3 line, which routes the calls backto gaming servers controlled by the gaming service provider. Encryptioncan be installed on the telephones if required by a gaming regulationauthority, such as a gaming commission.

The cellular network is preferably a private, closed system. Mobilestations communicate with base stations and base stations are connectedto a centralized switch located within a gaming jurisdiction. At theswitch, voice calls are transported either locally or via long distance.Specific service provider gaming traffic is transported from the centralswitch to a gaming server at a host location, which can be a casino orother location.

As subscribers launch their specific gaming application, the handsetwill only talk to certain base stations with cells or sectors that havebeen engineered to be wholly within the gaming jurisdiction. Forexample, if a base station is close enough to pick up or send a signalacross state lines, it will not be able to communicate with the device.When a customer uses the device for gaming, the system may prohibit, ifdesired, the making or receiving voice calls. Moreover, voice can beeliminated entirely if required. Further, the devices are preferably notallowed to “connect” to the Internet. This ensures a high level ofcertainty that bets/wagers originate and terminate within the boundariesof the gaming jurisdiction and the “private” wireless system cannot becircumvented or bypassed. Although in certain embodiments some dataand/or voice traffic may be communicated at least partially over theInternet, it is preferred that the communication path does not includethe Internet. Alternatively, in some embodiments, certain non-gaminginformation may be transported over a path which includes the Internet,while other information relating to the gaming activities of the systemis transported on a path that does not include the Internet.

As shown in FIG. 3, a gaming communication device 32 is in communicationwith a gaming service provider over a network 34. The gaming serviceprovider preferably has one or more servers, on which are residentvarious gaming and other applications. As shown in FIG. 3, some examplegaming applications include horse racing and other sports, financialexchange, casino and/or virtual casino, entertainment and other eventsexchange, and news and real time entertainment. Each of theseapplications may be embodied in one or more software modules. Theapplications may be combined in any possible combination. Additionally,it should be understood that these applications are not exhaustive andthat other applications may exist to provide an environment to the userthat is associated with any of the described or potential gaming orrelated activities.

In another embodiment, as shown in FIG. 4, for example, thecommunications network comprises a private wireless network. The privatewireless network may include, for example, an 802.11x (WiFi) networktechnology to cover “Game Spots” or “Entertainment Spots.” In FIG. 4,various WiFi networks are indicated as networks 41. Networks 41 may useother communications protocols to provide a private wireless networkincluding, but not limited to, 802.16x (WiMax) technology. Further,networks 41 may be interconnected. Also, a gaming system may comprise acombination of networks as depicted in FIG. 4. For example, there isshown a combination of private wireless networks 16, a cellular networkcomprising a multi-channel access unit or sectorized base station 42,and a satellite network comprising one or more satellites 46.

With respect to the private wireless network, because certainembodiments of the technology cover smaller areas and provide veryhigh-speed throughput, the private wireless network is particularlywell-suited for gaming commission needs of location and identityverification for the gaming service provider products. The gaming spotsenabled by networks 41 may include a current casino area 48, new areassuch as swimming pools, lakes or other recreational areas 49, guestrooms and restaurants such as might be found in casino 48 or hotels 45and 47, residential areas 40, and other remote gaming areas 43. Theconfiguration of the overall gaming system depicted in FIG. 4 isintended only as an example and may be modified within the scope of thepresent invention.

In one embodiment, the system architecture for the gaming systemincludes:

(1) a wireless LAN (Local Access Network) component, which consists ofmostly 802.11x (WiFi) and/or 802.16x WiMax technologies; robust securityand authentication software such as biometrics, facial recognitionsoftware, or iris scanning; gaming software; mobile carrier approvedhandsets with Windows® or Symbian® operating systems integrated within;and

(a) CDMA-technology that is secure for over-the-air data protection;

(b) at least two layers of user authentication, (that provided by themobile carrier and that provided by the gaming service provider);

(c) compulsory tunneling (static routing) to gaming servers;

(d) end-to-end encryption at the application layer; and

(e) state-of-the-art firewall and DMZ technologies;

(2) an MWAN (Metropolitan Wireless Access Network), which consists oflicensed and license-exempt, point-to-point links, as well as licensedand license-exempt, point-to-multi-point technologies;(3) private MAN (Metropolitan Access Network) T-1 and T-3 lines toprovide connectivity where wireless services cannot reach; and(4) redundant private-line communications from the mobile switch back tothe gaming server.

Each of the “Game Spots” or “Entertainment Spots” is preferablyconnected via the MWAN/MAN back to central and redundant game servers.For accessing the private wireless networks 41, the gaming communicationdevices are preferably WiFi- or WiMax-enabled PDAs or mini-laptops, anddo not have to be managed by a third-party partner.

Preferably, the gaming system includes a location verification feature,which is operable to permit or disable gaming from a remote locationdepending upon whether or not the location meets one or more criteria.The criterion may be, for example, whether the location is within apre-defined area in which gaming is permitted by law. As anotherexample, the criterion may be whether the location is in a no-gamingzone, such as a school. The location verification technology used in thesystem may include, without limitation, “network-based” and/or“satellite-based” technology. Network-based technology may included suchtechnologies as multilateration, triangulation and geo-fencing, forexample. Satellite-based technologies may include global positioningsatellite (GPS) technology, for example.

As previously discussed, the cellular approach preferably includes theuse of at least one cellular, mobile, voice and data network. For gamingin certain jurisdictions, such as Nevada for example, the technology mayinvolve triangulation, global positioning satellite (GPS) technology,and/or geo-fencing to avoid the potential for bets or wagers to be madeoutside Nevada state lines. In one embodiment, the network would notcover all of a particular jurisdiction, such as Nevada. For instance,the network would not cover areas in which cellular coverage for aparticular base station straddled the state line or other boundary ofthe jurisdiction. This is done in order to permit the use of locationverification to insure against the chance of bets originating orterminating outside of the state. Triangulation may be used as a methodfor preventing gaming from unapproved locations. Triangulation may beaccomplished, for example, by comparing the signal strength from asingle mobile station received at multiple base stations, each havingGPS coordinates. This technology may be used to pinpoint the location ofa mobile station. The location can then be compared to a map or otherresource to determine whether the user of the mobile station is in anunapproved area, such as a school. Alternatively, GPS technology may beused for these purposes.

As shown in FIG. 5, the gaming system includes a plurality of gamingcommunication devices 54, 55, and 56. Device 54 is located outside thegaming jurisdiction 58. Devices 55 and 56 are both located inside gamingjurisdiction 58. However only device 56 is located within geo-fence 57,which is established by the coverage areas of a plurality of basestation 53. Thus, geo-fencing may be used to enable gaming via device 56but disable gaming via devices 54 and 55. Even though some gamingcommunication devices that are within the gaming jurisdiction 58, suchas device 55, are not permitted access to the gaming system, thegeo-fence 57 ensures that no gaming communication devices outsidejurisdiction 58, such as device 54, are permitted access.

Geo-fencing does not specify location. Rather, it ensures that a mobilestation is within certain boundaries. For instance, geo-fencing may beused to ensure that a mobile station beyond state lines does not accessthe gaming system. Triangulation on the other hand specifies a pinpoint,or near-pinpoint, location. For example, as shown in FIG. 5, device 56is triangulated between three of the base stations 53 to determine thelocation of device 56. Triangulation may be used to identify whether adevice, such as a mobile station, is located in a specific spot wheregambling is unauthorized (such as, for example, a school). Preferably,the location determination technology utilized in conjunction with thepresent invention meets the Federal Communication Commission's (FCC's)Phase 2 E911 requirements. Geological Institute Survey (GIS) mapping mayalso be utilized to compare identified coordinates of a gamingcommunication device with GIS map features or elements to determinewhether a device is in an area not authorized for gaming. It should benoted that any type of location verification may be used such astriangulation, geo-fencing, global positioning satellite (GPS)technology, or any other type of location determining technology, whichcan be used to ensure, or provide an acceptable level of confidence,that the user is within an approved gaming area.

In another embodiment, location verification is accomplished usingchannel address checking or location verification using some otheridentifying number or piece of information indicative of which networkor portion of a network is being accessed by the gaming communicationdevice. Assuming the using of an identifying number for this purpose,then according to one method of location checking, as an example, aparticipant accesses the gaming system via a mobile telephone. Theidentifying number of the mobile telephone, or of the network componentbeing accessed by the mobile telephone, identifies the caller'sconnection to the mobile network. The number is indicative of the factthat the caller is in a defined area and is on a certain mobile network.A server application may be resident on the mobile telephone tocommunicate this information via the network to the gaming serviceprovider. In a related embodiment, the identifying number or informationis passed from a first network provider to a second network provider.For example, a caller's home network may be that provided by the secondprovider, but the caller is roaming on a network (and in a jurisdiction)provided by the first provider. The first provider passes theidentifying information through to the second provider to enable thesecond provider to determine whether the caller is in a defined areathat does or does not allow the relevant gaming activity. Preferably thegaming service provider either maintains, or has access to, a databasethat maps the various possible worldwide mobile network identifyingnumbers to geographic areas. The invention contemplates using any numberor proxy that indicates a network, portion of a network, or networkcomponent, which is being connected with a mobile telephone. Theidentifying number may indicate one or more of a base station or groupof base stations, a line, a channel, a trunk, a switch, a router, arepeater, etc.

In another embodiment, when the user connects his mobile telephone tothe gaming server, the gaming server draws the network identifyinginformation and communicates that information to the gaming serviceprovider. The software resident on the gaming communication device mayincorporate functionality that will, upon login or access by the user,determine the user's location (based at least in part on the identifyinginformation) and send a message to the gaming service provider. Theidentifying number or information used to determine location may becountry-specific, state-specific, town-specific, or specific to someother definable boundaries.

In connection with any of the location determination methods, the gamingsystem may periodically update the location determination information.This may be done, for example, during a gaming session, at pre-definedtime intervals to ensure that movement of the gaming communicationdevice to an unauthorized area is detected during play, and not justupon login or initial access.

Thus, depending on the location determination technology being used, thedecision whether to permit or prohibit a gaming activity may be made atthe gaming communication device, at the gaming server, or at any of thecomponents of the telecommunication network being used to transmitinformation between the gaming communication device and the gamingserver (such as at a base station, for example).

An aspect of the private wireless network related to preventing gamingin unauthorized areas is the placement of sensors, such as RadioFrequency Identification (RFID) sensors on the gaming communicationdevices. The sensors trigger alarms if users take the devices outsidethe approved gaming areas. Further, the devices may be “tethered” toimmovable objects. Users might simply log in to such devices using theirID and password.

In connection with FIG. 6, an example embodiment of a method accordingto the present invention can be described as follows. As discussed,software is preferably loaded on a gaming communication device and isoperable to receive input data for gaming. The input data may originateat associated gaming software resident on the gaming server, or it maybe input by the user of the gaming communication device. The software onthe device is operable to present a representation of a gamingenvironment. This can include, among other things, a representation of atable game such as a blackjack table or a slot machine. Other examplesof the representation of a gaming environment include graphicalrepresentations of any of the other applications described herein.

In the example method shown in FIG. 6, in a first step 602, the gamingcommunication device is activated. This may take place as a function ofturning on a phone, PDA, or other communication device as describedelsewhere herein. Preferably, activation comprises connecting the gamingcommunication device to a private data network. Part of the activationincludes logging in at a prompt. This may be considered as a first levelof authentication of a user of the gaming communication device. A secondlevel of user authentication comprises authentication of the gamingcommunication device itself. This may occur, for example, byauthentication of a mobile station by a mobile carrier. A third level ofuser identification may comprise biometrics. Various examples ofbiometrics may include, but are not limited to, fingerprintidentification, photo identification, retina scanning, voice printmatching, etc.

In a next step 604, the user is presented with the gaming environment.The gaming environment may be presented in various stages. For instance,in a first stage, the gaming environment may comprise a casino lobbywhere the user is presented with certain gaming options including, forexample, table games, slots, sports book, video poker, and a casinocashier. In a subsequent stage, the user may be presented with optionalinstances of the type of activity selected from the casino lobby.

In a next step 606, the user selects an activity, such as a particularcasino table game. In step 608, the user is presented with one or moreoptions related to the selected activity. In step 610, the user selectsan option. For instance, at this point, the user might place a wager,draw a card, select a restaurant or restaurant menu item, select a newssource or a news story, place a buy or sell order on a financialexchange, place a bet on a certain box office performance over/underamount for a given movie, etc. The options for user input are myriad. Instep 612, the software resident on the gaming communication deviceaccepts the option input by the user and transmits the input data to thesoftware resident at the gaming server. In step 614, the gaming serversoftware acts on the input data.

Actions at this point, may include, without limitation, determining anoutcome and/or amount, accessing another server and/or softwareapplication, retrieving information, preparing a response to the user,etc. The action of determining an outcome and/or amount might takeplace, for example, if the user is using the device to place wagers inconnection with a gambling activity. For certain gambling activities,such as a table game or slot machine, a random number generator may beincorporated to determine the outcome (i.e., whether the user won orlost) and the gaming server software would also determine an amount wonor lost based on the amount wagered and any applicable odds. The actionof accessing another server and/or software application might occur, forexample, in the event the user is engaging in a services activity suchas accessing news services, making reservations and placing food andbeverage orders at a restaurant, or making a retail purchase. The actionof retrieving information might occur when the gaming server software isprompted to access another server for the purpose of retrieving acertain type of information requested by the user.

Preferably, the gaming server software prepares a response to the user'sinput data and in step 616. In step 618, the user acknowledges theresponse. For example, in the case of gambling, the user mightacknowledge that he won a hand of blackjack because the dealer bustedand that his payout was $100 based on a $50 bet at even odds. In step620, the user logs out.

In the situation where the user is gambling, after the series of stepsdescribed in connection with FIG. 6, (or a subset or modified series ofsteps), the user physically enters a casino and goes to a casino cashierfor payout and/or settlement (which can include, for example, extensionsof credit or advance deposits). In one embodiment, there is a waitingperiod (e.g., twenty-four hours) before the user can collect winnings.The purpose of the waiting period is to allow time for fraud monitoring.The waiting period may depend on the amount of the balance. For example,if the user is owed less than $5,000 the waiting period may be twelvehours. If the user is owed between $5,000 and $10,000 the waiting periodmay be twenty-four hours. If the user is owed more than $10,000 thewaiting period may be forty-eight hours.

The duration of activation of the gaming communication device, theduration of a particular session, and/or the duration of a particularactivity may be controlled according to any number of differentparameters. For example, the duration may be based on a predeterminedamount of time or period of time. Activation of the gaming communicationdevice may terminate upon the expiration of a predetermined time period.As another example, an activity may only be permitted until theoccurrence of a particular time of day. According to an alternative, anadministrator, or another party to a transaction within any of thevarious activities, may determine the time period or amount of time.According to yet another alternative, the duration may end upon theoccurrence of an event such as the user entering or leaving a particularlocation. The duration of activation may be dynamically determined basedon a period of non-use. In other words, after a predetermined timewithout being used, the device may “time out” and be deactivated. Theperiod of time, or amount of time, may be cumulatively determined. Forexample, an activity may only be permitted for a period of five hours,collectively. Time counting toward the five hours might stop and startdepending upon the location of the user. As another example, an activitymight only be permitted so long as the user does not enter or leave aparticular location for longer than a predetermined period of time.

Similarly, activation of the gaming communication device and/or theability for a user to engage in a particular activity may only bepermitted during a specified time of day, or for a particular period oftime prior to an event, or for a particular period of time afternotification to the user. Also, activation and/or access may becontrolled based upon the location of the user. For example, if a useris in a particular casino in which a particular show will take placethat evening, the user might be notified that tickets to the show areavailable for a specified period of time prior to the show. The usermight only be permitted to engage in the activity of purchasing ticketsfor the show if the user is in the casino and during the specifiedperiod of time prior to the show. For example, the user might only beable to purchase tickets while in the casino and up to five minutesbefore the start time of the show. Similarly, the activation of thedevice may be restricted based on the location of the user and acorresponding period of time. For example, if a user is in a locationwhere a show is occurring, or is going to occur, the device may bedeactivated (either automatically, or by a party other than the user)during a period beginning five minutes prior to the show and ending fiveminutes after the end of the show.

According to another alternative, the duration or enablement of oneactivity might be determined by the participation of the user in anotheractivity. For example, a user might be allowed to make dinnerreservations at a popular restaurant if the user has been gamblingenough at a given casino. In this way, bonuses or comps may bedetermined or managed based on the activity of the user via the gamingcommunication device.

Preferably, data is transmitted back and forth during the gamingactivities between the gaming communication device and a servercontrolled by the gaming service provider. An example of the path ofcommunication is shown in FIG. 7. Gaming data, such as a wager placed bythe user, is transmitted from gaming communication device 701 to a basestation 702 (or a transmitter in the case of a private wireless networksuch as a WiFi or WiMax network). Base station 702 routes the datathrough network 703 to a hub or gateway 704, which in turn routes thedata to a gaming server 705 operated by a gaming service provider.Preferably, the communication from gaming communication device 701 tothe network 703 comprises wireless communication. This may be any typeof known wireless communication, or any type of wireless communicationavailable in the future. Examples of acceptable wireless communicationprotocols include CDMA, GSM, and GPRS.

Preferably, the communication from the network 703 to the gateway 704and to the server 705 is conducted over secure land lines. FIG. 7 is anexample communication network only and the present invention should beunderstood to cover other networks in which data may be transmitted fromgaming communication device 701 to server 705. Preferably, data inresponse to data being transmitted from gaming communication device 701to server 705 is transmitted back to gaming communication device 701along a path essentially opposite to the path of the first transmission.It should be noted that in at least certain embodiments of the methodsand systems described herein, a user is not actually playing a game onthe gaming communication device. Rather, the user is actually playingthe game on the server controlled by the gaming service provider, whichmay be located within a casino.

With respect to payment and/or receipt of winnings and losses, onepossible approach is as follows. Upon check-in at a casino hotel, ahotel representative may query a guest as to whether the guest wantsaccess to a gaming communication device. If the guest does want suchaccess, the hotel representative may provide the guest with a gamingcommunication device in exchange for a credit-card type deposit or otherdeposit. The guest then deposits money into an account for wirelessgaming. The guest's account balance information is loaded onto theguest's account file, which is preferably maintained on the gamingserver. The user may load money into his gaming account by establishinga credit account, for example, at a casino cashier and/or by paying cashto the casino cashier. Many other alternatives exist and this process isan example only. Guest accounts or gaming communication devices may bepreloaded with funds. Funds may be deposited during a gaming session.This may occur, for example, if a user selected a casino cashieractivity from the gaming environment and instructed the cashier to addfunds to the account. The finance subsystem may also utilize accountcard technology (such as ATM cards, credit cards, stored value cards,gift cards, etc) in order to conduct financial transactions associatedwith a user's account. Moreover, the user may receive- or make paymentsremotely, by way of inputting instructions via the gaming communicationdevice or by another remote device such as an automatic teller machine(ATM), which is in electronic communication with the gaming server orother server operated by the casino, hotel, gaming service provider orother entity involved in the gaming activities. For example, a usermight remotely (via the gaming communication device) place an order at arestaurant. Then, the user might make advance payment for the meal at anATM-type machine which is operable to receive instructions correspondingto the financial transaction requirements of the gaming activity ofordering food.

A unique aspect of the present invention includes establishing anelectronic record of the gaming transactions undertaken by a user.Preferably, this is accomplished by utilization of a keystroke log,which is an electronic record of all keystrokes made by the user.Utilization of a keystroke log in this context allows for unprecedentedmonitoring of a user's gaming activity. In the event of a dispute, onemay refer to the keystroke log and readily determine whether, in fact, auser placed a particular wager, for example.

An additional possible aspect of the electronic record is to allow agaming control board or other regulatory authority, access to theelectronic record in a direct manner in order to conduct periodicindependent monitoring of the gaming activities conducted over thesystem. Another possible aspect is to allow policing against riggedmachines. For instance, it is possible that the gaming control board (orother regulatory authority) could obtain a gaming communication deviceand compare their test results over time against records in theelectronic record database (e.g., by comparing the results shown in thekeystroke log). This essentially comprises electronic access fortesting.

In another embodiment of the invention, as shown in FIG. 8, a ship-basedgaming system is provided. The system preferably comprises passengervessel 802, such as a cruise liner for example. The system includes oneor more gaming communication devices 806 connected to a communicationnetwork. The network shown in FIG. 8 comprises a mobile network withbase stations 808 connected via a LAN to a base station controller (BSC)810. BSC 810 is connected via a T1 interface to a first Very SmallAperture Terminal (VSAT) modem 812, which is in communication with afirst satellite 814. First satellite 814 is operable to transmit andreceive signals from second satellite 814, which is in communicationwith second VSAT modem 812. Second VSAT modem 812 is in communicationwith a gaming server 818 located at gaming service provider 816. Gamingserver is coupled to gaming database 820. Again, the networkconfiguration depicted in FIG. 8 is for example purposes only, and otherconfigurations are within the scope of the present invention. Anon-board back office 822 is preferably provided. Data is communicated bythe on-board VSAT modem and transmitter to the first satellite for relayto the second (preferably land-based) VSAT receiver and modem. The datais then communicated to a server and/or centralized database via amobile station controller (not shown).

A corresponding business model involves the gaming service providercontracting with a cruise line, which agrees to allow the gaming serviceprovider to provide coverage throughout the cruise line's ship(s), byusing repeaters for example. The gaming service provider may provide aprivate wireless network, in which case any revenue generated from useof or access to the private wireless network, and revenue from gamingactivities, may be allocated among all or any subset of the cruise lineand the gaming service provider. Alternatively, the gaming serviceprovider may contract with a mobile carrier and a satellite provider, inwhich case revenue from the mobile calls, and revenue from gamingactivities, may be allocated among all or any subset of the cruise line,the mobile carrier and the gaming service provider.

There are several scenarios for a user's activity relative totransactions conducted over the gaming system. In one example scenariothe user is in a fixed, but remote, location from the gaming server,which may be located on the premises of a casino. This may be include,for instance, a situation in which the gaming communication device is akiosk or some other communication device which is in a fixed position orwhich is tethered to a fixed position so that the gaming communicationdevice cannot be moved beyond a certain area. In another examplescenario, the user starts a gaming transaction at a first location andends the transaction at a second location different from the firstlocation. In another example scenario, the user is mobile during asingle gaming transaction. In another example scenario, the user ismobile within a first approved area then (during the gaming transaction)the user moves outside the first approved area, through an unapprovedarea, to a remote second approved area.

In an alternative embodiment, the gaming system may be configured tooperate as a “curb-to-curb” gaming system. In such a system, acommunication path may be established between the device and aparticular server, based upon whether the user is in a locationcorresponding to that particular server. For example, the user mightenter a first casino, or an authorized area associated with the firstcasino, and thereby activate the establishment of a communication pathbetween the device and a server located at and/or controlled by thefirst casino. While the user is on the premises of the first casino, theuser might be able to participate in activities, such as playingblackjack, at the first casino. Then, if the user leaves the firstcasino, the gaming system might be configured to terminate the firstcommunication path (i.e., between the device and the first casino'sserver), or otherwise deactivate the device and/or terminate the user'sability to use the device to participate in activities associated withthe first casino. When the user enters a second casino, or an authorizedarea associated with the second casino, a second communication path(e.g., between the device and a second server located at or controlledby the second casino) may be established. Thus, the user would now beable to play blackjack (or engage in other activities) at the secondcasino, rather than the first casino.

As another example, a particular casino is often related to othercasinos within a jurisdiction or specified area. Under such a scenario,if a user entered any of the related casinos, then the appropriatecommunication path or paths could be established between the gamingcommunication device and one or more of the casinos in the group ofrelated casinos, thereby enabling the user to play casino games (orengage in other activities) at the one or more casinos in the group ofrelated casinos. Depending on regulatory requirements, the preferredconfiguration might be to establish a communication path with a serverat a particular casino within the group at which the user wants to play.Then, a different communication path could be established at asubsequent casino if the user wants to play at another casino. Undercertain circumstances, and again depending on regulatory requirements,some information associated with user activity might be maintained at acentralized server accessible by more than one casino within the group.

In another example embodiment, the gaming system may be used to enablegaming activities involving multiple wireless users who interact withone another. For instance, the system may enable a table game (such asblackjack) in which a first user and a second user are conducting gamingtransactions on the same table and in which options selected by thefirst user directly impact outcomes and options relative to the seconduser. Preferably, the gaming environment presented on the gamingcommunication devices of both the first and second users will indicatethe existence and activity of the other respective user. Another exampleof multiple users interacting on the gaming system is the provision of apoker game in which users place bets against one another instead of, orin addition to, placing bets against the house. Another example ofinteraction between users is when a first user makes restaurantreservations or purchases event tickets, thereby reducing the optionsavailable to the second user.

Preferably, the gaming service provider provides at least the followingfunctions. First the gaming service provider provides and controls theone or more gaming servers. These servers may be physically locatedwithin the confines of the gaming service provider or may exist at aremote location. As mentioned, the gaming servers may also be located ator near a games provider such as a casino, casino hotel, racino, cruiseship, race track, etc. The gaming service provider may also providemonitoring services such as transaction monitoring and key strokelogging services. The gaming service provider may also provide datamanagement and security services. These services are not intended to beexhaustive and the gaming service provider may provide other serviceswhich facilitate the gaming process.

It should be noted that the invention can be implemented in connectionwith any gaming environment or an environment for any other activity,which may be conducted electronically. The invention is not limited toNevada or any other particular gaming jurisdiction. For instance, theinvention can be employed in connection with casinos in Atlantic City,N.J., international jurisdictions, Native American gaming facilities,and “racinos” which are race tracks that also have slot machines, videolottery terminals, or other gambling devices. For example, in connectionwith “racinos,” the invention might be used by participants who wish toplay slot machine games while they are viewing race horses in thepaddock area. This might be desirable in the event that the slot machinearea does not allow smoking and a participant wishes to gamble from anoutdoor smoking area. Alternatively, the slot machine area might permitsmoking and the gambler wishes to play the slot machines from an areawhere he or she can avoid breathing second-hand smoke. Numerous otherscenarios can be envisioned in which the gaming participant can use theinvention to participate in remote gaming, while enjoying some otherprimary activity in a location remote from the gaming facility. Further,the invention is not limited to gaming, but can include otherapplications, such as trading financial instruments, and wagering onother types of events, such as elections, award events, or any otheractivity.

Another example embodiment involves the application of one or more ofthe methods and systems described herein to the activity of conductingfinancial transactions. Thus, the gaming communication device may beconfigured to enable a user to conduct such financial transactions,which may include, without limitation, any transaction involving afinancial institution, such as banking, trading securities, or managing401K or other investment fund assets. Preferably, a communication pathwould be established between the user and any of the servers or othercomputers necessary to conduct the financial transaction. As withcertain other embodiments the ability to engage in this activity may becontrolled by one or more parameters including location and/or identityverification and time or duration limits.

Conducting financial transactions may be one of the activities presentedto the user of the gaming communication device. Any of the possiblefinancial transactions might be presented as sub-activities. As anexample, a user might want to trade securities listed on a particularexchange. Regulations might require the trader to be located within acertain jurisdiction to execute trades on the exchange. The exchangemight have its own rules and could require that the trader be located onthe premises. With the location verification techniques describedelsewhere herein, the particular financial transaction activity mightonly be enabled if the user is located in a particular geographic area,for example.

As a related feature, the system may be configured to provide a creditverification feature, according to which a user's creditworthiness maybe checked by a party to a transaction, or by which the user might applyfor credit. For example, if a user wants to purchase $10,000 worth of aparticular stock, then a communication path might be established betweenthe user and a server located at and/or controlled by an exchange uponwhich the stock is being traded. An additional communication path mightbe established between the exchange server and a server of an accountmanager that manages the user's account. These communication paths wouldenable the basic transaction—that of the user purchasing the stock. Yetanother communication path, however, might be established between aseller's server, the exchange server, and/or the account manager serverand a server located at and/or controlled by a credit agency. This pathwould enable an interested party to the transaction to check and/orapprove the user's credit to prior enabling the transaction.

According to one aspect of certain embodiments, a user of the gamingcommunication device can connect from the device to a financial serviceprovider's server to provide a “Push to Trade” feature. Additionally oralternatively, a user of the gaming communication device can connectfrom the device to a gaming service provider's server to provide a “Pushto Bet” feature. In order to enable these or other similar features, thedevice is configured to be capable of facilitating a “Push to Talk”protocol, whereby the device behaves like a walkie-talkie. Thus, thedevice may include any suitable program or application that enables thePush to Talk feature. As used herein, the phrase “Push to Talk” includesany protocol that allows for a direct connection feature for an enduser. Included are all such protocols (e.g. Instant Talk, Fastchat,etc.) within the broad rubric of “Push to Talk” including those thatprovide wide-area, instantaneous contact.

The Push to Talk protocol allows a given device to instantly connect toany number of other devices, such as any other telephone (mobile orlandline-based), personal computer, laptop, etc. The connection for theend user does not have to be spawned by any conventional dialing or bytriggering some form of automatic dialing. A simple button can bedepressed to provide the requisite connection. In the context of timing,Nextel (who developed the original Push to Talk technology) suggeststhat their Push to Talk protocol should connect within 2 seconds.

A related technology is Push to Talk Over Cellular (PoC). PoC service isa form of interactive voice messaging that combines walkie-talkie andcellular phone connectivity, allowing users to quickly connect withanother person or an entire group of friends and contacts at the push ofa button on a PoC-enabled handset.

The Push to Talk protocol allows users to use the walkie-talkie paradigmover an IP or a cellular network, which diminishes the boundarylimitations of a conventional two-way radio. The Push to Talk service isbased on a disruptive technology. Latency is an issue during sometraditional mobile telephone conversations. One appeal of the Push toTalk platform, as compared to executing a traditional telephone call, isbeing able to talk to an individual or to a group of individualsinstantly, without waiting for someone to answer due to latency issues.Another benefit of the Push to Talk feature is a shorter than normalphone call, which cuts down on dialing costs for corresponding endusers. Nextel estimates that the average Push to Talk call lasts fortyseconds. Push to Talk technology is compatible with virtually anynetwork communications; for example, the Push to Talk protocol mayreadily be used in conjunction with cellular telephone networks,including GSM and CDMA. The network equipment used for the Push to Talkfeature is currently being offered by companies such as Ericsson,Motorola, Siemens, Sony Ericsson, and Nextel.

Because Push to Talk effectively turns the handheld device into awalkie-talkie, it not only successfully enables end users to send voicemessages, it also enables immediate data texts (commonly referred to as“direct messaging”). Push to Talk messaging represents a significantimprovement over short messaging systems in bypassing the slow andclumsy process of entering text via a phone keypad. This makes textmessaging quicker and more effective.

According to the “Push to Trade” feature, once the end user initiatesthe call, the financial service provider is instantly connected to theend user. In one embodiment, the financial service provider has one ormore electronic trade desks that are dedicated to this feature for theirclients. Thus, all “Push to Trade” requests may be received at thislocation. In other embodiments, any suitable entity, broker, standardtrading desk, or electronic device may receive such Push to Tradecommunications.

Once the connection has been established, the financial service providermay then simply conduct the trade as prescribed by the end user. Forexample, upon connection, the end user may be presented with thefinancial or market environment in which he seeks to participate. Thetrade desk representative or device can query the end user to execute anelectronic or a broker-assisted trade. In addition, the financialenvironment may be presented in various stages. For instance, in a firststage, the financial environment may comprise a financial summary of allmarkets where the user is presented with certain financial optionsincluding, for example, specific market summaries, specific prices forselected assets (e.g. commodities, stocks, bonds, etc.), currentpositions, buying power, etc. In a subsequent stage, the user may bepresented with optional instances of the type of activity selected fromthe market platform.

From this platform, the end user can select an activity, such as aparticular type of trade. Thus, the user is presented with one or moreoptions related to the selected activity. For instance, at this point,the user might place a buy or a sell order on a financial exchange. Thesoftware, which may be resident on the device, on the server, or on acombination of both, accepts the option input by the user and transmitsthe input data to the financial service provider. Subsequently, thefinancial service provider acts on the input data. The Push to Talktechnology readily accommodates a voice log of the transaction for auditor confirmation purposes. Hence, a digital voice storage may beprovided, whereby the transaction (e.g., inclusive of bid and askprices) is recorded. In addition, the automatic voice log can then relaythis information back to the end user (e.g., via his e-mail or via aconventional postal mail service). This could occur as a matter ofcourse such that the end user is routinely provided with a suitableconfirmation receipt for all of his trading activity.

Actions at this point may include, without limitation, determining anoutcome and/or amount for the trade, accessing another server and/orsoftware application, retrieving additional information, preparing asuitable response to the user, etc. The action of determining an outcomeand/or amount might take place, for example, if the user is using thedevice to place trades in conjunction with his account and a givenexchange. Hence, this could include a formal tallying of the executedtrade, inclusive of the charged commission, the amount debited from theaccount to cover the trade, etc. The action of accessing another serverand/or software application might occur, for example, in the event theuser is engaging in a services activity such as accessing news services.The action of retrieving information might occur when the financialsoftware is prompted to access another server for the purpose ofretrieving a certain type of information requested by the user. Thefinancial service provider can then prepare a response to the user'sinput data. Once this activity has concluded, the user can acknowledgethe response and then log out and terminate his session.

It should be noted that the “Push to Trade” feature can be used in otherapplications of the gaming technology described herein. For example, inan application where the user of the gaming communication device isplaying blackjack from an authorized area outside the casino gamingarea, the Push to Trade feature would enable the user to participateaudibly in the blackjack game actually taking place within the casinogaming area. The Push to Talk technology would allow the user toimmediately and virtually “sit down” at an actual blackjack tablewithout the delay caused by the conventional setup and tear down processof certain traditional telecommunication protocols. Also, once the useris participating in the game, the user can communicate orally with thedealer, or other players that are physically at the table, without thelatency issues of certain mobile telecommunication systems.

In at least one embodiment, the invention provides jurisdictionalcontrols, which limit gaming to approved geographical areas. Theinvention may also include an age/identity verification feature. Thiscan be accomplished through any applicable technique including retinascanning, finger print identification, voice print matching, or otherbiometrics. Identity verification can also be accomplished by having acustomer take a picture of himself (e.g., by use of a digital picturephone) and transmitting the picture to the gaming service provider forcomparison to a stored picture of the pre-approved user. Identityverification can also be accomplished by way of comparison ofparticipant provided data to stored data, and execution of electronicagreements or contracts by the participant. Identity verification canalso be accomplished by monitoring a keystroke characteristic (e.g.,rhythm, patterns, or cadence) of the user, or any other method in whicha parameter uniquely associated with the user can be observed. Theinvention may also provide for the logging of keystrokes. In at leastone embodiment, all communications are accomplished without accessingthe Internet.

Mobile, remote gaming may be desirable for many reasons, some of whichhave already been described. The invention may allow supplementation ofexisting in-house gaming revenue by allowing bettors to place bets whileenjoying other leisure activities such as golf, swimming, dining andshows. The invention may complement the new coinless wageringenvironment as bettors can play their favorite games outside the casino.The invention provides a high-speed, reliable, accurate, and securemobile gaming environment that complies with regulatory requirements foridentification and location verification of the bettor with the abilityto generate key stroke logs. The invention may restrict unauthorizedusage from a geographic perspective and is capable of implementationusing location verification technology (e.g., geo-fencing) to conformthe gaming activities to legal parameters.

Consumers may benefit from an increased choice of gaming environments.Consumers will be able to bet in whatever surroundings they prefer,benefiting from the knowledge that the product is regulated, fair andsecure while enjoying the gaming experience at the speed they choosewithout external influences, such as that which might occur within thein-house casino environment. The gaming businesses can use the inventionto increase their revenue base through a new, regulated, mobile, remotechannel. Customers wanting to be entertained during downtime or outsidea casino will be able to play games on their gaming communication deviceand customers intimidated by a traditional casino environment will beable to play in private. The gaming jurisdictions may benefit from anincrease in gaming an ancillary revenue growth because customers willhave a more enjoyable experience.

The invention may also be used to deliver content at an increased speedcompared to traditional telecommunications systems. The content mayinclude, for example, live reports, entertainment, news, promotions andadvertising.

As mentioned, the invention provides a mobile gaming environment thatcomplies with regulatory requirements for identification and locationverification of the bettor. Moreover, the system is designed to be onehundred percent “clean” from a regulatory perspective. The software isclean in that it has not been and will not be licensed to anyone whodoes business illegally or otherwise operates in a “gray” area. Forexample, in a preferred embodiment, the software is not licensed to anentity that will illegally operate the software, or otherwise illegallydo business, on the Internet. This may be desirable in that certaingaming jurisdictions will not grant gaming permits or licenses tocompanies that do business with, or license technology to or from, otherentities known to be engaging in illegal operations.

Preferably, the system is designed such that the gaming software (orother application software operating on the system) is also one hundredpercent clean from a regulatory perspective. For instance, beforegranting a license, a gaming jurisdiction may require that the softwarebeing used is not tainted in that it has not been used by the licenseapplicant in violation of any laws and has not been licensed orotherwise distributed or disseminated to others who have used thesoftware for illegal purposes, or who have been engaging in illegalactivity. Therefore, it is preferred that the gaming software be cleanand untainted from this perspective.

The systems and methods described herein may also be used to deliverand/or access “Rich Media” content such as, for example, sports video(live or nearly live) and audio commentary. Such may often only bedistributed within specific jurisdictions. Therefore, the distributionmay benefit from the inventive aspects discussed herein, particularlythe location verification aspect, such as geofencing.

The gaming system and methods described herein may permit, among otherthings, pari-mutuel wagering, sports betting, and dissemination of newsand other content. The invention also enables a casino or other gamingprovider to advertise ancillary services such as shows, bars, andrestaurants. The invention also enables remote reservations andpurchases in connection with such services.

According to an embodiment of the invention, the gaming system providesfor the dissemination of real-time odds to users accessing the system.

In another embodiment, an outcome in one transaction can trigger thepresentation to the user of options for a second transaction. Forexample, if a user wins a predetermined amount of money playingblackjack, the user might be presented with an option to purchase retailitems at a casino store or to make reservations for certain services ata club. As another example, if a user uses the system to purchase showtickets, the user might be offered to make reservations at one ofseveral restaurants within a certain proximity to the show.

Although this disclosure has been described in terms of certainembodiments and generally associated methods, alterations andpermutations of these embodiments and methods will be apparent to thoseskilled in the art. Accordingly, the above description of exampleembodiments does not define or constrain this disclosure. Other changes,substitutions, and alterations are also possible without departing fromthe spirit and scope of this disclosure.

1-24. (canceled)
 25. A method for providing peer-to-peer gaming, themethod comprising: providing controlled-access data network inelectronic communication with a plurality of gaming devices; using thecontrolled-access data network to provide a gaming service to theplurality of gaming devices; and enabling at least two of the pluralityof gaming devices to interactively participate in a single gamingactivity.
 26. (canceled)
 27. The method of claim 25, wherein access tothe controlled access data network is restricted to a group of users;wherein the membership of a selected user to the group of users isdetermined based on a registration of the selected user, and wherein themembership of a selected user to the group of users is determined basedon a location associated with the selected user. 28-29. (canceled) 30.The method of claim 25, wherein at least one of the plurality of gamingdevices is selected from the group consisting of a mobile phone, apersonal data assistant (PDA), a computer, and a mini-computer.
 31. Themethod of claim 25, wherein enabling the gaming devices to interactivelyparticipate in the single gaming activity comprises allowing the usersassociated with the at least two gaming devices to compete against thehouse.
 32. The method of claim 25, wherein enabling the gaming devicesto interactively participate in the single gaming activity comprisesallowing the users associated with the gaming devices to participate ina gaming activity selected from the group consisting of blackjack, paigow, and Caribbean stud.
 33. The method of claim 25, wherein enablingthe gaming devices to interactively participate in the single gamingactivity comprises allowing the users associated with the at least twogaming devices to compete against one another.
 34. The method of claim25, wherein enabling the gaming devices to interactively participate inthe single gaming activity comprises allowing the users associated withthe gaming devices to participate in a gaming activity selected from thegroup consisting of poker, sporting event wagering, athletic competitionwagering, lottery contests, prize contests, and keno.
 35. The method ofclaim 25, further comprising determining location information associatedwith at least one of the plurality of gaming devices.
 36. The method ofclaim 35, further comprising transmitting the location informationassociated with the at least one of the plurality of gaming devices toat least one other of the plurality of gaming devices.
 37. The method ofclaim 25, further comprising storing association information thatidentifies a relationship between the at least two gaming devices. 38.The method of claim 25, further comprising: receiving a request from afirst of the two gaming devices, the request identifying a particulargaming activity in which a first user associated with the first gamingdevice would like to participate; identifying a second of the two gamingdevices as a potential participant in the particular gaming activity;and communicating an invite to the second gaming device to request theparticipation of a second user associated with the second gaming devicein the particular gaming activity.
 39. The method of claim 38, furthercomprising storing association information that identifies arelationship between the first user of the first gaming device and thesecond user of the second gaming device.
 40. The method of claim 25,wherein using the controlled-access data network to provide the gamingservice comprises allowing a first user associated with a first of theat least two gaming devices to play a plurality of player positions inthe gaming activity.
 41. The method of claim 25, wherein using thecontrolled-access data network to provide the gaming service comprisesallows a first user associated with a first of the at least two gamingdevices to wager on the performance of a second user associated with thesecond the at least two gaming devices in the gaming activity.
 42. Themethod of claim 25, further comprising: receiving a communication from afirst of the at least two gaming devices; and transmitting thecommunication to a second of the at least two gaming devices, thecommunication comprising a text message.
 43. The method of claim 25,further comprising: receiving a communication from a first of the atleast two gaming devices; and transmitting the communication to a secondof the at least two gaming devices, the communication comprising a voicemessage.
 44. The method of claim 25, wherein enabling the gaming devicesto interactively participate in the single gaming activity comprisesbroadcasting an event on a display of the at least two gaming devices.45. The method of claim 44, wherein the event is selected from the groupconsisting of a sporting event, a gaming event, a sporting tournament,or a gaming tournament.
 46. The method of claim 44, wherein thebroadcast of the event showing the event from a user-selected playerposition.
 47. The method of claim 25, wherein enabling the gamingdevices to interactively participate in the single gaming activitycomprises enabling the gaming devices to interactively participate in avirtual blackjack game dealt from a multi-deck shoe. 48-70. (canceled)